The gods are coming back, and they look angry...

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Drekk

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_*Captured and Confused*_
Each character has begun this adventure in a different way, but all are united in experience and situation. Every member of the party has the same story to share: They were found and waylaid by a group of bandits all in the …

The gods have been asleep for a long, long time. Their age has come and gone. Their disappearance has always been a mystery – was it war? Were they tired of their mortal followers? Or is it something else?
With their disappearance the age of Man came …

A brief history of the Godsmack Campaign:
Many years ago, the exact day lost to history, the [[gods]] were removed from the mortal realm. Why or how, no one knows. A few believe there was a great war between the gods, some believe the gods were bored …

*Alignment:* Chaotic Neutral
*Domains:* War, Strength, Destruction
*Worshipers:* Barbarians, Destructive wizards, Warriors
*Symbol:* Crown with a Sword through it
*Favored Weapon:* Axe or Bastard Sword
A very little known god, but one of the few …

It is common in large, populated areas where arcana users can be found, they are often required to be settled in easily distinguished buildings or completely corded off from the rest of the population (perhaps have their own section of town, or away from …

The strongest, wisest nine wizards of all the realm. Whenever one passes, another automatically knows to step in. Rumor has it that none from the Order have been replaced in several centuries. Even their identities are lost to most since they rarely …

Alignment: True Neutral
Domains: Decay, Death, Deathbound
Worshipers: Sentient undead, burial groundskeepers, those grieving from death, necromancers
Symbol: A scythe upside down
Favored Weapon: Scythe or Sickle
Goroth is not so much seen as a god, …

Tariff is the largest city in the [[Arvenfell]] region, the core of the [[Three Cities]]. Since it is [[Tariff Diplomacy | not officially a part of a country]], it cannot be rightfully called a capital, though a capital it is. The city sits in the most …

(Better known in game as "The Medium Rich" area)
The Merchant's Quarter is the heart of the city, it contains the most interesting sights and sounds, smells and tastes, and the only place you can find most everything you need. If you need religion? You …

(Known often in game as "Medium-poor" Quarter)
This area of [[Tariff]] is the closest to the West Gate, the road leading to [[Keyport]]. Because of that, many of the poorer merchants who deal in small exchanges live here. More over, it is not …

Below are all the quests available/heard of. Players feel free to update it as necessary, in whatever format you desire. GM will put minimal input into page.
Current Quests:
[[A snakey transmutation]]
[[Gods are coming]]
[[Where is Paleen]]
[[Grave …

A page to create any pages that don't fit anywhere else.
[[House rules and other features]]
Best to follow this definition I like for DnD:
*roleplaying game:* a game in which the players are rewarded for making choices that are consistent with the …

(Better known in-game as the "Poor Area")
The Pauper's Quarter is just as it is named - full of paupers and beggars. Professional begging in the "upper" quarters requires license, and most live in this area of town. Guards rarely make their way here …

(Better known as the "Rich" quarter in game)
The smallest and most elite of all the quarters in [[Tariff]], known for keeping the creme-de-la-creme of Tariffian society: Politicians, wealthy merchants, even old successful adventurers. To even cross the …

This a (fairly) comprehensive list of some things you should know about how the game is run
*[[Criticals]]*
I use the "Torn Asunder" 3.0 or pathfinder edition (whichever is handy, they're interchangable) for criticals. Below is how we calculate it. …

Brief overview of critical rules:
If the "confirm" attack is...*
5 above minimum to hit, the effect is mild
8 above minimum to hit, the effect is moderate
12 above minimum to hit, the effect is serious
16 above minimum to hit, the effect is …

Room at the end of the hall in the sewers. Two large snake statues, golden yellow colored. Upper half is a snake head, like a headpiece maybe? Lower half is humanoid. Made entirely out of the same material. Entire statue appears to meld into the floor and …

After the darkness disappeared in the dark room after we lit the torches with the silver scroll, a stone statue lady appeared and pointed down one of the hallways. Then she disappeared. Significance of her? Unknown currently.

A dodecahedron was inset into the wall, with numbers all around the edges. At the end of the battle scarred hall was a chunk out of the ceiling, which then when we shined the crescent moon into showed 4 numbers, 4112, could be 4,1,1,2, or 4,1,12.

Arvenfell is a large area of land, roughly the size of modern day Rhode Island (5,880 sq miles) that is considered by neighboring lands to be a neutral territory. There is no true kingdom or ruling party in the land and does not actively participate in …

Trackem is large enough with its own economy now that it may be considered a wholly run township. Previously, in its early days, it was nothing more than a fort, extended out into the [[God's Bowl]] by [[Tariff]]. Back when Tariff was founded the God's …

This is the largest coastal urban location in the [[Arvenfell]] region. Originally, Keyport was the coastal access point for [[Tariff]] and thus it grew from a small independent fishing village to a thriving city. The economy started off just as any small …

Ostham is the largest urban area classified as a "town" in the [[Arvenfell]] region, but it's economy is not large enough, nor its population, to be a substantiated "city" yet. Ostham is large and spread out community, largely of farmers, ranchers and …

Darkness normally befalls a town like Linville, but serenity is all that is found in this mountainside village. This tiny town is known primarily for its most famous service: grave tending. Linville is set upon the largest cemetery in all of [[Arvenfell …

Swynmead is a short one or two day walk North of [[Keyport]]. It is a small coastal village near the northernmost part of Arvenfell, tucked away against the sea and near a river. This village was established before the Arvenfell region ever even started …

Found an odd door with a keyhole in it, sort of shaped like a bull or something like that. We found a third of a key in the sarcophagus of the princess that fit into the door, but nothing else. Keep it in mind in case we find any other key like objects …

Axe of very well made dwarven quality. Has elk horns and deer on the handle, but not sure what is the significance of that. Has a magical sense to it, a sort of pulsing sensation to it. Will look for further detail on it. Currently owned and carried by …

Magical Breastplate currently owned and worn by [[:drekk | Drekk McBrukk]]. Has the ability to store one weapon in the chest as an image. The weapon is absorbed into the breastplate and an exact picture of it shows up as well. Can only store one at a time …

Seemingly non magical bow, but could possibly be. Currently in possession by ranger [[:varish | Varish Gambish]]. Has the ability to snap out blades along the edges of the bow itself. Deals good damage if used to stab as a bow, but can also be used …

Appears as a silver dagger with a skull set into the pommel? Seems to have the ability to harm undead creatures rather well. Worked better on the skeletons than a falchion, as experienced by the dwarf. Currently owned by [[:ashira | Ashira Tiarni]]. Could …

After defeating the ogre, orog, goblin, and orc, our party observed a pair of glowing eyes on the top of a cliff that seemed to lead to another door. Not sure what they entail, but posted a guard at night to watch over us in case anything happened.

Our party has heard multiple woooommmff noises during our time underground. Total of htree times. Don't remember when exactly they all happened, but felt like a shaking as well as the thudding sounds. Possibility of a dragon landing somewhere nearby, …

Ashira found a helm roll out of the pyre that was burning in the room with the ogre and orogs. Didn't burn when picked up, and appeared magical in nature. When observed by the bard closer, it turned out to be a helm of Darkvision, that gave the wearer …

Magical stave currently in possession of the ranger [[:varish | Varish Gambish]]. Was picked up by him from the talking statue after he convinced her that he was of royal blood by putting on a snake ring that he can't get off now. The stave has the …

After we went up the cliff, we found some goblins beating up a man, who we later learned was called Raklan. He said that he and other people, including a wizard, entered this cavern area and discovered that the orcs were trying to revive the orc god …

In the day, Sir SVKO was the greatest hero,
Those who compared to him were zero,
But alas he met a mad, cruel fate,
Fallen for a cunning dragon's bait.
His arms and armor lay here,
far away from the dragon's lair.
It was his will that another …

Five amber baubles hang from a crimson rope, evenly spaced in the front of the necklace. Three of the amber stones have a soft glow, and two lay dark.
Features:
-The baubles can contain the souls of others to be interacted with later
Denizens of …

_Lion's Maw_
Location: Back
Detected Magic:
Necromancy: _Overwhelming_
This blood red cloak is thick and heavy. It has been observed that if thrown unto a victim, it will drain the blood and health of the unfortunate to the owner of the cloak. …

_Quat Bow_
Ancient weapon, many details unknown.
Most noticeable feature is the fact that it is full of various holes that seem to be missing various pieces that could fit into these slots.
Operates at a Longbow +1.
Shadow Quat Stone has …

_Soul Reaver_
It is in the shape of a rapier. Strange weapon that absorbs souls of stricken enemies.
[Burn a soul prior to the :]
1: Gain +1 damage on attack roll (must be same turn), max +5; duration 1 day
1: Can drain the health of an opponent, …

The Blue Bead Elemental comes from the [[Blue Infinity Bead | Blue Infinity Bead]].
The elemental can be summoned from the creature within the bead, or can use the surroundings to build itself.
The current shape:
-A female upper torso with …

The Green Bead Elemental comes from the [[Green Infinity Bead | Green Infinity Bead]] .
The elemental can be summoned from the creature within the bead, or can use the surroundings to build itself.
The current shape:
-The elemental seems to have no …

The Brown Bead Elemental comes from the [[Brown Infinity Bead | Brown Infinity Bead]] .
The elemental can be summoned from the creature within the bead, or can use the surroundings to build itself.
The current shape:
-The elemental seems to have …

[[Trackem]] to [[Ostham]] | ~3 days
Ostham to [[Tariff]] | ~4 days
Ostham to [[Linville]] | ~2.5 days
Tariff to [[Gost]] | 5 days
Tariff to [[Brightmere]] | 2.5 days
Tariff to [[Rosebeach]] | 2.5 days
Rosebeach to [[Keyport]] | 3 days
Keyport to [[ …

Wearable
Ring
Desc: A silver ring that has a snake etched on it eating its tail (ouroboros)
Found in the tomb of the snake princess in the original dungeon. Varish decided to wear it in order to gain access to the [[:magic stave | Snafaran Stave]] …

[[:varish | Varish Gambish]] is being transformed into some sort of large snake creature over the past 2 weeks and his hands are disappearing. The party is seeking a cure...
The Cure:
Items:
- Bark of the White Oak: (Obtained)
- 2 Yellow Roses: …

The large graveyard East of [[Trackem]] has been restless. Creatures have been coming from the graveyard and a heavy fog has settled around it. Families are moving from the farms into the town as their livestock is being destroyed and withered by walking …

[[Tariff]]'s lumber mill, West of [[Trackem]] has been silent for a few weeks, and the last shipment of wood was far less the normal shipment and only one lumberjack had come to deliver it and was very quiet.
Pavel the Driver
Borne the Cook
Tomble …